AI Racing, Rain Line, Physics: Reiza Previews Automobilista 2 v1.6 In New Dev Update

Automobilista-2-v1.6-Alpine-A424-Hypercar.jpg
Images: Reiza Studios
Automobilista 2 is set to take another big step with its incoming update to v1.6. Developer Reiza Studios shared another look into the new version with their latest dev blog.

UPDATED September 17, 19:10 UTC

It had been a while since Reiza Studios gave an update on how version 1.6 of Automobilista 2 is progressing. The latest dev update had been released in May, with more to follow before the release of the actual update. One of the new dev updates is now here, and Automobilista 2 v1.6 does not seem far off anymore. The 'Road to v1.6 Pt2" post details several elements that will improve the sim.

Of course, these are only part of the bigger picture for AMS2. In May, Reiza already highlighted the reworked LMDh/GTP hybrid system, which is going to work like the real counterpart from v1.6 onwards, as well as reworked smoke shaders to improve the look of engine failures.

Physics​

The centerpiece of the update - although it is hard to limit that term to just one element - are the improved physics. Showcased already in the 2024 Brazilian Stock Car Pro vehicles and F-Ultimate Gen 2 cars, all cars in the sim will feel different and much more cohesive once v1.6 rolls around, Reiza promises.

Studio Founder and CEO Renato Simioni states that "there is understandable skepticism around the term "game-changing" when it comes to physics development, but there are changes that quite literally fundamentally transform many of these intertwined dynamics, without necesarily eliminating the work that came before".

The physics changes are mainly driven by "development of tire hysteresis along with a tire thermodynamics overhaul. Brake have also received a thermodynamics overhaul of their ownand have a much more tangible feel to them", details the dev update.

Refined AI Behavior​


Now September rapidly advances, the Brazilian studio showed more previews, with the AI racing in the sim being the main focus. A short race at Monzain AMS2's version of a current-gen Formula One car, called the F-Ultimate Gen 2 in the game, highlights the reworked behavior of the computer-controlled opponents. They appear to be less frantic, more considerate but not shy to go for overtakes or defensive moves either.

Nine areas in which the AI has been improved are mentioned in particular:

  • AI will now move more decisively to cover the inside line to protect position from an attacking car
  • AI will prioritize taking the inside line of the next braking zone in order to complete a manouver succesfully (rather than just go wherever there is more space as it used to be)
  • AI will move over and lift when appropriate to give way to faster cars when under blue flag
  • AI will actively try to create space between themselves and nearby cars when opening a hotlap in practice / qualifying
  • AI will gauge slower traffic way further ahead than before in order to decide the best course of action navigating it
  • Further elaboration of pitstop logic to increase chances of sound AI pit strategy even in longer races
  • AI is far less constrained with regards to where it places itself on the track relative to other cars and the racing line itself, allowing it far more freedom to complete overtaking moves
  • At the same time AI will be far less inclined to conclude exceeding track boundaries is necessary to avoid an incident, and will suffer more consequences in terms of time lost if and when it does so
  • AI Aggresion setting is more influential in defining agressive behavior from the AI

Additionally, the AI received more adjustments for running in the wet and dry (and conditions somewhere in between), "mitigating most if not all persisting discrepancies in performance".

Multiplayer Sees "Substantial Improvements To The Netcode"​

Not exactly a strong suit of AMS2 so far, the sim's multiplayer - like pretty much every other area of the title - has received significant attention. This resulted in significant improvements related to its netcode, the abilities to share setups easier, and the ability to join servers closer towards the end of qualifying.

The netcode changes in particular have apparently given encouraging results when tested with third-party competition platforms - the achilles heel of AMS2's multiplayer thus far.

Progress With Racing In The Rain​


Another element that had already been touched upon in the previous bigger update to v1.5 is racing in the wet. While a slight loss of grip was already noticeable on the dry racing line once the track turned wet, this effect will be more noticeable in v1.6, with the visuals to match.

The rubbered-in racing line from running in the dry will look different and more shiny than the rest of the track. Adapting your line throughout the turns to find more grip off of the usual racing line will be more important as a result.

Additionally, the way water spray looks like is adjusted, and certain rainy scenarios will not look mostly gray anymore, as the demonstration video shows a mostly cloudy Spa in circa 1993, with the sun occasionally peeking through the clouds.

Humidity Modelling​


The weather system in AMS2 will see more refinement even in the dry, too. Remember that epic battle Ayrton Senna and Nigel Mansell had at the 1991 Spanish Grand Prix? As they raced down the main straight side by side, sparks were flying off the cars - and those characteristic vortices formed on the edges of both cars' rear wings.

This will make its way into Automobilista 2 via version 1.6, too. The sim will take humidity into account more, and relatively cold temperatures coupled with high humidity and race cars with big rear wings will then result in those vortices forming. A neat little detail that could make for some excellent screenshots.

Increased Grid Sizes​

Automobilista 2's 32-car grid limit has been a gripe for a number of sim racers, particularly for offline racers who wanted more crowded race tracks. The v1.6 update will up that limit to 48 vehicles - if you got 12 Gb or more of physical memory available. Online, the 32-car limit remains in place.

Of course, a track needs to support this many grid slots - so if you were hoping to run 48 cars at Cadwell Park, you might be disappointed.

Automobilista-2-v1.6-graphics-glowing-exhaust.jpg


Graphics Overhaul​

Already mentioned in the May dev update, AMS2 will look different once the update to v1.6 is out, too. Several shaders have been improved - like the aforementioned spray in the rain - and a more natural depiction of cars and tracks in a variety of weather conditions and lighting scenarios are the result. Crucially, this has been achieved with a "negligible performance impact".

Added eye candy include dynamic exhausts that glow depending on how hot they get, trackside fireworks, more 3D trees that even get wet at many tracks, and more.

More To Come​

Additional dev updates are set to follow Pt2 soon, with more previews on the way "over the next few days to get hearts pumping", according to the new dev update. Audio development is set to feature in this, as well as more spotlight on the incoming content.

What are your thoughts on the preview videos to Automobilista 2 v1.6? Let us know in the comments below and join the discussion in our AMS2 forum!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Premium
I am sorry to say this but AMS2 isn't a very realistic looking sim in any way. This begins from what I see from the cockpit - it looks a bit like a Michael Bay movie - and ends with what is shown in the replays. Unless you use a trackside spector mode, but replays generaly show what you would see on your TV and should be the target if leagues plan on broadcasting their races. I remember when S397 updated their wet weather graphics scaling of the rain drops was wrong aswell and they fixed it. And given how the Madness engine is known for it's visual fidelity, I was a bit shocked by the Spa replay because everything about it looks off. Those marbles that don't seem to fit into the scene at all aren't any better. There is no denying that iRacing is doing a perfect job in that regard and that's where the benchmark is for any sim out there.

That said, I am more looking forward to how AI works in multiclass AI races and how the physics improvements turn out.
Shame about the rest of iRacings graphics engine but at least the marbles are good . Can’t say that’s my priority .
 
can they release a shadow update like RACREOOM, the shadows in AMS2, it's a fact, are the worst of the simracing market ! the aliasing on the shadows is 🤮🤮🤮🤮🤮
 
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😆I am sorry to say this but AMS2 isn't a very realistic looking sim in any way. This begins from what I see from the There is no denying that iRacing is doing a perfect job in that regard and that's where the benchmark is for any sim out there.

That said, I am more looking forward to how AI works in multiclass AI races and how the physics improvements turn out.
oh yes. iRacing does really the "best" job when its going for realism

nice flat textures ;)
ir01.JPG

perfect gras, a bit flat maybe too ;)
ir02.JPG

and clouds that look like 80' comic books
ir03.JPG


perfect
🤣🤣
 
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Shame about the rest of iRacings graphics engine but at least the marbles are good . Can’t say that’s my priority .
I am not a fan of iRacing myself but sometimes it just helps to take a look beyond your bubble and see what works good or better in other products and how it affects them. Part of the reason why iRacing is so successfull as an online platform is it's replay quality and how it can be used for broadcasting. And this has been a general request in sim racing also for other titles aswell. Now you can like or dislike everything else in iRacing but it won't solve the problem that what is shown in the Spa video wouldn't sell the game to me.
 
Premium
I am not a fan of iRacing myself but sometimes it just helps to take a look beyond your bubble and see what works good or better in other products and how it affects them. Part of the reason why iRacing is so successfull as an online platform is it's replay quality and how it can be used for broadcasting. And this has been a general request in sim racing also for other titles aswell. Now you can like or dislike everything else in iRacing but it won't solve the problem that what is shown in the Spa video wouldn't sell the game to me.
iRacing does do good replays, and that is a definite weak point in AMS2. But I don't think Reiza can do much about that aspect, its been mentioned a fair few times.
 
oh yes. iRacing does really the "best" job when its going for realism

nice textures ;)
View attachment 785172
perfect gras, a bit flat maybe ;)
View attachment 785173
and clouds that look like 80' comic books
View attachment 785175

perfect
🤣🤣
Maybe you should think about what I commented on before posting such nonesense. First of all I commented on the replay quality and not about the texture quality of the different products. And even with that I would be carefull because iRacing generaly uses pretty nice textures and clearly has decent track modeling where it counts. That's certainly not their weak point in the graphics engine. And second you kind of shot yourself in the foot with those examples because they perfectly show why iRacing works good in replays and AMS2 not. It has a much more natural scene composition than AMS2 and they put in alot of effort to setup the cams to showcase the vehicle movement. That marbles don't look like billiard balls and rain drops not like laser beams on TV cameras should be self explanatory. It's an issue and should be fixed, simple as that. I can agree with you on the sky rendering, but that's not really something you notice in the replays and I will atleast give it to the iRacing devs that they went the hard way to add simulated cloud coverage and not some simple textures. It's not an easy task to render skies in real time and it's actually something that was added to Madness engine years ago when SMS developed the engine.
 
the physics from iRacing can make AMS2 feeling like Need for speed ;)
shure thats true.
Also your statement about shadows caused by the Meadness engine btw

I drive both games every week and i know that.
But the guy i answered was not talking about physics, he was praising iRacings "realsitic" graphics.
Thats why i immediately started iRacing and made some screenshots.
I get really angry when i see the great water bubbles and drops in rain , with nice mirror effects, painted over exactly that bad gras textures from 2012( i guess). Ugly, ugly, ugly.
And every, really every sim and cade you can buy currently has better sky boxes and clouds than iRacing.
 
shure thats true.
Also your statement about shadows caused by the Meadness engine btw

I drive both games every week and i know that.
But the guy i answered was not talking about physics, he was praising iRacings "realsitic" graphics.
Thats why i immediately started iRacing and made some screenshots.
I get really angry when i see the great water bubbles and drops in rain , with nice mirror effects, painted over exactly that bad gras textures from 2012( i guess). Ugly, ugly, ugly.
And every, really every sim and cade you can buy currently has better sky boxes and clouds than iRacing.
I confirm, I hate the iRacing graphics too, But I prefer a good driving feeling first.
 
Is there a way to enable more realistic vision in the rain?

The first video (onboard McLaren F1) is perfectly clear. It's like you're looking through some sort of anti-water super high definition glasses. In real life, driving in the wet looks absolutely nothing like this with water drops, streaks, etc. blinding you even when you're not behind another car.

Also, in real-life, the water on the visor can make it seem like it's raining much more than it really is since you're driving so fast into the falling water. That's one of the first things I noticed in my real-life F1600 and F2000 days. The amount of water on your visor can deceive you into driving too cautiously/slowly. You have to try to remember and have the courage to think that it's actually more dry than it looks and to therefore push harder than you otherwise would. You have to tell yourself, "my visor is making it seem like it's raining more than it really is, it's actually not raining nearly as hard as it looks, don't push too much less because it's actually not as wet as it looks!!!"
 
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That said, I am more looking forward to how AI works in multiclass AI races and how the physics improvements turn out.

Yes physics will be interesting, a couple laps will tell, if it feels anything like ISI I will be into it, obviously I can't see that happening but I can hope.

AI are never going to be that great because they are not dynamic, they don't think right ?
I mean they can behave better for sure but they still going to look canned.

One thing they really need in Historic is collision dynamics.

Project Car Lotus the first time I hit a haybale I noticed the car just stopped and nothing moved.
The you had this comical thing were all car parts would separate and rotate around you in a sphere.
I never drove it again. The Lotus at Watkins in rain was so good too.

Things like these just kill immersion for me.
 
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Looks great! Can't wait to race my favorite VR racer.
Only... leather gloves in a F1 car? That extremely rainy Spa should have been red flagged. ;)
 
Page two and squabbling about other sims.

Aye, rain could look better, but hey, a lot of things are getting better. Some things can wait for v1.7 or v1.8...

- 48 car grids - fantastic
- plenty of AI improvements and not-seen-before features for that rare thing, a sim that cares about the offline experience
- Mosport added to the already known Road Atlanta and Sebring. WHAT a DLC that will be!
- Lamborghini SC63 and GT3
- Many excellent visuals improvements and little tweaks; they don't have to be perfect if they move in the right direction


Can't come soon enough!
 
Premium
lovely update coming!

one thing I really want to have is to be able to reduce HUD size as can be done in AC Competizione.

You can, Ive scaled everything down for VR use, I cant rember how I done it but these are the instuctions I just found so I assume its the process I followed.

Get in a car, hit pause, click options, click Edit HUD. Then the steps below should work.
Note that you have to be using the number pad, not the top row.


In movement mode the controls are as follows (numpad)
4 and 6 move left and right
1 and 3 move left and right slowly
8 and 2 move up and down
7 and 9 move up and down slowly
+ and - move back and forth
/ and * move back and forth slowly
5 resets position to default

In rotation / scale mode the controls are as follows (numpad)
4 and 6 rotate left and right
8 and 2 rotate up and down
1 and 3 rotate anti-clockwise / clockwise
+ and - scale the HUD bigger and smaller
/ and * scale the HUD bigger and smaller slowly
5 resets rotation to default
 
Now it starts to get funny. This is my 3rd time in a row, having a bit of sim time, ending the races, and go to this site and read about the sim I've just raced :laugh:

Must admit I've betrayed AMS2 mostly since February-March (apart for very few VR tests but just keyboard driving), and even though my experience doesn't directly answer the article, I feel my immediate urge to share:

Just wanna try my recent months of VR optimizing in other sims with OpenXR, OpenComposite , VorpX, Virtual Desktop and Oculus Developer settings and random thoughts of trying out VR racing AMS2 again, of which I've enjoyed immensely previously.

Events were 20 min + 1 lap races at Ibarra from early morning at 7:00 AM, Time x 24, scripted weather starting in dry weather, midway very wet and final in dry weather again.
This participating in a Lotus Type 40 against various even and odd classes Vintage Prototype B, Vintage Touring Cars Tier 1+2 and Vintage Touring GTB, adding an alien outsider Porsche Carrea Cup (ie mixing official Reiza content and mods).
Starting the Lotus 40 with wet tyres, planning no pitstop.

VR output extraordinary, especially when weather started to clear up, approaching a small group of Vintage Tier 2 cars backmarkers, the Morrises skating around in puddles and very clear spray shining in the sun, in a really lifelike and very clear way - as I said in VR, could see around.

It can almost catch up with my best VR experiences in AC with Pure/SOL/Natural Mod Weather and latest official payable CSP pack of VR and GPU/CPU optimization options (yes, AC can still come really far on the VR front, even against AMS2's more optimal graphics engine here, but as I said, I think in terms of sharpness and fidelity it was one of the best I have experienced, perhaps helped by the position of the sun in the sky during the clearing while rain spray was still rising between and behind the sports cars.

Besides some of my best dry - to wet - to dry experience starting on wet tires.
Of which were extremely sensitive on the dry track surface, making a huge difference whether you nursed the tires or overdrove them with overheating as a result, understood in that way, the consequences later in the race - and as when it started to trickle down that the tires just needed a lap to bite and then wet tires suited wet weather.

But best of all with weather clearing up and still heavy puddles - and you, like in the real world, look for the wet places to cool off the tyres.

And against a single competitor who was still on slicks - two different starting points, but with Reiza's AI improvements a really nice race in different lines.

This was even better than my best likewise wet tyre in cleanup weather conditions in rF2 and AMS1. Cannot say whether it was down to pure coincidence.

Thinking about it as I remember another article very recent about another sim iRacing? LMU?) where a huge effort was made in differentiating dry AI line from wet AI lines.

But now, in the sim world, we have dealt with the term "AI" for decades, before it became public property recently, and real AI would be if AI could drive with a thoughtfulness like in reality, i.e. with my own starting point: on wet tires, a track that is slowly drying up at one end of the track with large puddles and the other half of the track somewhat dry with smaller puddles - that the AI can then find optimal lines under these moving dynamic conditions to find an optimal racing line in relation to for dry tires that need to be 'nursed'. As a primarily offline racer, that would be really cool for me. But it is probably not the next step yet. As I understand the other sims improvements regarding AI lines dry vs. wet, i.e. more static models.

This is surely a point of improvement for "true AI" modelling.

I've spent the last few weeks quite a bit on R3E and other ISI sims and my starting point has always been an indulgence with AMS2's feel of short wheel base pivot turning (where Reiza's AMS1 is spot on regardless of official car or mod).

But I have to say that my latest races here was improved experiences on this matter. I don't know if it is due to the modder work in my Lotus 40 or if it is something general about the model that has been improved. I will get that tested the next time I have the opportunity for proper sim time.

Well just a side note, but I'm definitely back in AMS2 :)
 
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You can, Ive scaled everything down for VR use, I cant rember how I done it but these are the instuctions I just found so I assume its the process I followed.

Get in a car, hit pause, click options, click Edit HUD. Then the steps below should work.
Note that you have to be using the number pad, not the top row.


In movement mode the controls are as follows (numpad)
4 and 6 move left and right
1 and 3 move left and right slowly
8 and 2 move up and down
7 and 9 move up and down slowly
+ and - move back and forth
/ and * move back and forth slowly
5 resets position to default

In rotation / scale mode the controls are as follows (numpad)
4 and 6 rotate left and right
8 and 2 rotate up and down
1 and 3 rotate anti-clockwise / clockwise
+ and - scale the HUD bigger and smaller
/ and * scale the HUD bigger and smaller slowly
5 resets rotation to default
Luckily those key bindings can be changed - e.g. if you're in-race in a rig and don't want a keyboard near you, myself I almost never use the standard mappings for FOV, HUD, helmet location/movement, but add mappings directly at my wheel buttons, and AFAIR AMS2 too have the possibility of combo buttons (or maybe I'm wrong, it's been too long I've been away from Reiza's prime sim).
 

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